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slowtobi

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Posts posted by slowtobi

  1. Quote

    Same with warbell. Both are maps that are hard to win if defence is even a little decent.  

    Love Warbell, it got even harder for axis by replacing the sacrifice against gold, so it didnt seem to tough for axis yet. Dont know why it is not voted, i do every time.

    I want to put in another thought, specia and new maps dont get voted when the server is full (maybe we even got a statistics for that). So i dont agree putting huge new maps on the server. On the other hand i want capuzzo airport back (a big map every one is voting for),
    and  dump beach (never liked it). :drinks:

  2. 11 hours ago, Sappy said:

    Will be very sad if Seawall gets removed just had a full server play it and it was a blast, all the original 6 maps should be in the rotation.

    agreed 100%. I like battery and railgun with the actual modifications. and is a, i thiink in most cases positive, surprise for all that expect standard versions.

  3. hey, i was there too. but much too late... maybe we need a helicopter for allies to have a chance on adlernest next time, i think i liked the powerball event more. but was fun anyways.

     

  4. nice to see someone answer to this post :)

    In Addition to the faq:
    What inflluence does Bot Play on the server have on map bias (is this good for bias calculation)?

    Its the only dont like i have left. Convergence is doing fine after having the SR online for some time.

    Tying the ranks to "prestige"-like value, sounds interesting,  noob players playing a lot could have high ranks over the time playing. But to make it not a dead end, time/game decrease  of prestige would be necessary.

    So i like the rank system as it is, for the time being, connected to SR only good players achieve higher ranks.

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  5. 33 minutes ago, Voidhead said:

    Is there any way to access the statistics regarding how often one side wins/loses per map on the server? That data might help make map balancing decisions.

    Looking at splatterladder, you can guess from average time, how hard a map is to win.
    "Surprisingly" Goldrush and Dump are really tough. Of course foreign  mapscripts etc are not taken in account. As it is statistics over 1000000 of games it should be fine.

    http://et.splatterladder.com/?mod=maplist

     

  6. Got the discussion today on the server about kicking specs. @Ctrz handled it great. In parallel we had the discussion about another ETL server on discord. I dont like the idea of kicking specs, and dont like the idea of having just another ETL Server.. But maybe another server with another "theme"  would be helpful (if we want to push ETL).  I.e. having all the Standard maps on one and more special maps for the curious players on the other. This would solve 2 discussions with one solution. Tbh 30 players playing is too much for me on the Standard maps (each one tries to kill me at least twice).

     

  7. 2 hours ago, Sammow said:

    We played Teuthonia yesterday, it was horrible.

    We had some good players on both sides. The teams were not uneven. Still the game was a complete stalemate in the middle of the map. Could be that there were too many people so it was too easy for axis to defend the narrow entrances to the square where the tank is. Anyway, frustrating map with a lot of people. Never gets my vote again :D  

    I made  complete different experience Teuthonia  playing 10vs10 last week. First taking the tank is hard, but afterwards it seemed much more open to me than original Goldrush. I guess its always like this, new maps are easier to defend than to attack as objectives and short cuts / long routes are not known to attackers, and the defenders spawn closer to obj. Same with Bergen, until someone breaks the sidedoor and puts pressure from there  its impossible to win (Original comment "so we we are fighting over the bridge for 20min now?, stupid map".

    Anyways i dont see the need having 2 versions of Goldrush and Supply on the server (its just repetitive). Imo most players vote the maps they know, so i see it as a great luck if Teuthonia, School (which had terrible lag last time i played it at the Truck area), Ice (why is it not more popular? one of the axis attack maps) or Bergen are chosen.

     

  8. On 2/26/2019 at 10:51 AM, Timothy said:

    I feel a small rectification is needed here. ET: Legacy clients are able to play on vanilla servers and on all mods except for ETPro. You can also see which mods are compatible on this page. In short, anyone with ET: Legacy can play on ETPub, Jaymod, Nitmod, NoQuarter and Silent.

    For my case that is not true, when running 64 bit client no other mods will run. I start 32-bit client only for events (then legacy 2.74), as ubuntu got incompatibilities with the SDL. I think there was a topic in the ETL Forum about. Anyways im not in favor of kicking specs or running another legacy server, there are enough legacy servers out there, it does never hurt to have a view above the edge of the plate (is this english language?) .

  9. 3 hours ago, Ctrz said:

    If members move back-and forward to fill team that has less players, then its noble way. But we cannot assume everyone watching 24/7 scoreboard and notice quick enough to swap teams.

    C#

    I agree, we cannot watch 24/7 on the scoreboards. In my experience as long the server is not full, balancing works fine, public messages are read by everyone. Most of the players know each others. If server is crowded, balancing doesnt work well, nobody watches, fighting is hectic... . BUT imo the message from balancer can still remain in place, people can still complain on balance, people esp. Members can act accordingly;i just dont like this autobalancing active, as i can not explain its unpredictable actions to fellow players.

  10. Maybe i didnt make the topic clear enough. The autobalancer pushes people around on Special delivery  at 0 diff. That means pushing one from allies to axis. If in Axis are 1 or 2  more it doesnt complain. That is just wrong. Turning autobalancing off does not mean that the command !balance it not working anymore, for me the outcome is somewhat inpredictable. Why this wrong autobalancing is happening i dont understand.

    I absolutely agree that forcing people from one team to another is not good. But actually on Legacy there are so many TM members,  that i dont expect playernumber balancing as a problem (i believe it is better than having "Guests" pushed around by the balancer without transparent reasons) .

     

  11. 15 hours ago, Bystry said:

    Would be even less trash map if there was a CP spawn for allies available :D. I think it's matter of map script, it's probably available somewhere on antman.info site, someone would have to check and test it. The problem is that currently allies spawn at the shore, so they have to go all the way up to the side door even when they have CP :) 

     

    I see battery quiet balanced at the actual state. Would not change anything. Same for Railgun. Both are "loved-hated" standard maps but with the actual map scripts, i really like them.

     

  12. Skill rating is visible on the legacy server since 2.76.
    Some players ask what it is on server, and some discussion in #freenode#etlegacy (the respective discord channel) showed, that the documentation on
    https://dev.etlegacy.com/projects/etlegacy/wiki/Bayesian_skill_rating
    and
    https://dev.etlegacy.com/issues/403
    is not a short answer.
    So i try to summon up my understanding and questions from a users view, and hope that spyhawk from ETL will setup a FAQ with competent answers with developers truth.

    Calculation with some samples can be followed best imo with the paper:
    http://www.moserware.com/assets/computing-your-skill/The%20Math%20Behind%20TrueSkill.pdf

    Skillrating calculation and presentation can be activated serverside. Skillrating is calculated from the statistical propability to win or loose a game. Every player has a mean and standard deviation of this propability. Calculation of skill from this point is on page 15. That is why everybody starts with 0.

    It is in no way influenced by stats like XP, Kill/Death ratio, time to finish a map.
    So if that values dont matter what does? Win or loose.

    It is only possible to increase SR when in the winning team (or reducing the standard deviation over-proportionally by loosing, but then mean is reduced too). Amount of SR adjustment depends on the overall SR of the team and the SR difference of the teams.
    (see page 29, mean and standard deviation are treated separately). Dropping, joining players are taken into account. How map is taken in account is not clear for me, maybe as evidence (see page 16).

    What i like:
    - completely new ranking system that only rewards winning a map, so no necessity for spree hunting,
    XP collecting as long it is not useful to reach the objective
    - Admins can choose to use it or not
    - "simple" system for a complex situation
    - should have quick  convergence at fixed player setup (see page 38)
    - starting from zero avoids disappointment, if SR ends up below 25
    -  it is bound to server, so players might be more loyal to find their real SR
    - cant stop admiring the ETL-People that implemented such a modern system in that Oldie

    What i dont like:
    - When is convergence reachable if you have constantly joining players with high standard deviation (SR0)?
    - The deviation for bots is very small (they play all day), so if you play alone with them and win
    your deviation decreases fast
    - Not sure if the mean for bots is comparable, as they tend to play alone (guess this might even lead to
     wrong Map evidence, as win/loose depends very much on path setting, is this contradictory?)
    - I will never be General again  :sad:

     
    What is your opinion on the system?

     

    @Kemon, Spyhawk please correct misleading information in this post.

     

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